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Loadout: Five Star Hurricane

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Five Star Hurricane


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Memphistopheles

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Ship fitting - Built on August 22, 2007

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0 21,373
Download EVEMon skill plan
Open fitting in EVEHQ
You may have come across the option in various BattleClinic loadouts to "Open fitting in EveHQ" and wandered what it does and how to set it up, so I'll briefly explain.

The option in BattleClinic for opening the fitting is really just a special link which contains data about the fitting. If configured correctly, web browsers can be instructed how to respond to clicking those links such as opening a new page or starting a download. In this case, the link will ultimately show the fitting in HQF - the EveHQ Fitting plug-in.

First, we need to configure Windows to recognise the protocol (that's the part of the link that read "fitting://"). With HQF already open, go into the HQF options and select the General Options. In there, you will see a Fitting Protocol section which shows the current status of the protocol (enabled or disabled) and appropriate buttons to toggle this state. Simply click the Enable button and this should allow the fitting:// protocol to be recognised by web browsers with the status updated accordingly.

Please note that the step above writes a value into the registry and therefore you will need to have administrator rights to do this. In Vista or Windows 7, you will need to run EveHQ as Administrator for this part only.

And that's really all that's required. With the protocol status active, clicking on the links in the BattleClinic loadouts will show the fitting in a special browser window in HQF (so you can see DPS, tank etc). If EveHQ or HQF is not loaded, then these will be loaded as appropriate so the fitting can be displayed.

The fitting:// protocol has been tested and working in IE, Firefox, Safari and Chrome but any issues, please let me know.
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[Hurricane, Five Star Hurricane]
Gyrostabilizer II
Damage Control II
Medium Armor Repairer II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II

Warp Disruptor II
Fleeting Propulsion Inhibitor I
Medium Electrochemical Capacitor Booster I
10MN MicroWarpdrive II

220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
'Arbalest' Heavy Assault Missile Launcher I
'Arbalest' Heavy Assault Missile Launcher I

Large Projectile Burst Aerator I
Large Projectile Collision Accelerator I
Empty


Vespa EC-600
Hornet EC-300
There are no revisions on file for this loadout. Only the original builder may revise the loadout.
How to fund this loadout with PLEX:

Current estimated total value, ISK: 63,248,831
Sell this many PLEX* to fund: 1
Convert this many ETC to PLEX: 1 Purchase ETC here

*You may only sell PLEX for ISK via the CCP Secure Transfer Method
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Probably the most efficient setup for this ship in existance.  This is an absolute rapemobile.  You may want to replace one of the medium nos with a medium energy neut.  As for the rest, 2 EANM IIs and a DC II make for a better tank than 3 active hardeners with your resistance comp skills at 4.  That leaves room for a gyrostabilizer II and dual medium armor rep IIs, which is equal to that of a large armor rep II, which can continue running via the cap injector with 800s.  ECM drones make a nice addition to this setup.  Because ECM drones were not affected by the ECM nerf, you get roughly a 25% chance to break the lock on a BATTLESHIP.  Ship is faster than almost every single crusier.

EDIT: Also with barrage you can land A/C hits at 15km.
EDIT: Since the nos nerf made nos pretty much useless and because it just doesnt work with the range you can get with barrage I have added Heavy Missiles for an increase in DPS
EDIT: I added Rof and Damage rigs.  You need AWU 4 for this to work.  I did some theorycrafting with tracking rigs.  If you want you can actually fit 2 Tracking rigs and a missile RoF rig, since the missile rigs penalize cpu instead of your powergrid.  Also swapped heavy missile launchers with HAMS.

Comments

  • September 13, 2007, 05:45:04 am

    This setup are totally awesome.  As i solo most of time, i uses180mmt2 for faster target & tracking, neut and cloaking t2. - belt Pirating :)  Ammo i usually use EMP M but i always bring 1000 barrage in cargo (Expensive).
  • September 13, 2007, 12:41:55 pm

    Looks really good. The tank is sick. Webber allows 220's to track of course. Injector will keep you in action for a while (I'm assuming you're using 800's, not in cargo).

    Not enough CPU for a 20k? ... 9k? Personally, I've never tried a 7.5k on a Cane. Never thought I'd really get the lock and scram on in time. How's your luck with this?

    Anyway, setup looks very solid. Cruiser/BC killer. Might even snag some frigs if you're quick. 5 stars.
  • September 13, 2007, 01:31:46 pm

    FYI a Fleeting Warp Scrambler is a 20k.
  • September 13, 2007, 01:37:47 pm

    not a bad setup i personally would carry 400 cap shells no need to let them nuet/nos  ur unused cap fire a 400 and hit the repper and w/ autos from what i see in eft youd be better off w/ heavy assault missiles if you can fit them a lil bit better dps at close ranges but thats just my thought
  • September 14, 2007, 03:03:02 am

    drop the fleeting warp scrambler for a warp disruptor II, quicker you can have them scrammed the less likely they are to run
    personally i would favour a 3rd projectile rig it has 6 proj compared to 2 missles go for the extra fall off rig
    i prefer 800 charges simply because
  • September 14, 2007, 03:49:54 am

    cap 800 is a must and you only use when you need it.

    Rig - i would go for repper rig x 2 & shorter repping time rig x 1  (can't remember the name) BUT with 3 rigs the cane more very slow.  You might not able to kite a myrm at 15km :)
  • September 14, 2007, 06:37:34 am

    hehe aye i sort of agree with the ham comment, but they are a bit naff they seem to do great at close range which is their pro but with missles range is irrelevant and if you can get at least some damage in whilst ypur closing the gap you stand a better chance:) my 2 cents other than that if i see this pilot im probably gonna be running the other way:)
  • September 14, 2007, 06:43:34 am

    drop the fleeting warp scrambler for a warp disruptor II, quicker you can have them scrammed the less likely they are to run
    personally i would favour a 3rd projectile rig it has 6 proj compared to 2 missles go for the extra fall off rig
    i prefer 800 charges simply because
    There is NOT enough powergrid left to fit a third projectile rig with this setup, which is why I recommend a missile RoF rig instead.  Also, taking your recommendation on the Warp disruptor 2.
  • September 19, 2007, 03:39:39 am

    instead of 2 eanm II x2 put 1
    (eanm II + reactive membrane II)
  • September 19, 2007, 08:06:18 am

    instead of 2 eanm II x2 put 1
    (eanm II + reactive membrane II)

    no
  • September 20, 2007, 04:03:34 am

    Meaning? active or passive hardener better?
  • October 09, 2007, 06:49:10 pm

    Meaning? active or passive hardener better?
    a

    Depends on your compensation skills.  Actives always give better resists, however on smaller ships passive hardeners give ALMOST as good resistance as actives without using any cap.
  • October 09, 2007, 10:32:06 pm

    About the rig situation.  If memory serves, RoF and damage mod rigs take up 200 calibration.  If you have one of each, then your third rig slot is useless.  That's why I only use both for T2 ships.  Lastly, I think you can have two damage mods without penalty, but only one RoF mod.  That being the case, I'd drop the RoF rig and fit the other two slots with cap or speed rigs (whatever you can afford to lose =).  A collision accelerator, CCC, and polycarbon would probably work well enough.
  • October 10, 2007, 02:06:59 am

    what're the resi on this? w/o a reactive resi mod i woud've thought your very vunerable to exp dmg. other than that. this setup looks like it'll ROCK. shame i cant use T2 med autos yet :(

    5 stars!
  • November 22, 2007, 03:07:19 am

    for rigs i would suggest 2 x reppper rigs and 1 x nanobot.  Give you the best active tank.
  • July 09, 2009, 09:37:06 pm

  • July 10, 2009, 03:36:55 am

    instead of 2 eanm II x2 put 1
    (eanm II + reactive membrane II)

    no
    Cute.
    This has to be the biggest necro i've seen in a while :P

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